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My name is Matthew and I'm seeking the assistance of a 2D Graphics artist to be my partner in crime and provide all the graphic assets for a game called "NAND".

I've been working on this project now for several months, and I have a working prototype but most graphics are placeholders, ugly, and in dire need of attention. NAND is a game inspired by Infinifactory, TIS-100, SpaceChem, and similar style games. The closest relative would be Shenzhen I/O.

The premise of the game is for the player to work through puzzles building circuits by placing down chips and wiring to complete circuits which perform a large variety of functions. By the end of the game, the player will have amassed enough knowledge and pre-built circuits to put together a working APU, Processor, and even a simulated computer with working memory, all using logic circuits. The complexity scales from simple to extremely complex, but the graphic interface allows the player to visually see, test, and work their layouts to achieve higher efficiency, lower power usage, and higher scores which will be used to compete against friends and the world at large, similarly to how the above games have done so themselves.

In the above screen you can see why I am in need of graphical help. I need someone who can help design a technical, clean feeling User Interface, buttons, backgrounds, the works. Everything seen here is merely placeholders and the final UI need not look anything like this. The game graphics for the chips, power unit, wires, and such can all be redone as well.

My goal is to have this game released to steam, polished, and bug free with all available modes within 6 months. These modes include Story Mode, Challenge Mode, Puzzle Mode, and Sandbox Mode. I also want to incorporate a way to share builds with others as well. There's room to add more ideas, but I largely want to keep it in the similar genre of Shenzhen I/O and similar games as that's the target feel and gameplay I'm seeking.

I have a large amount of programming done for the game (toggable grid, dynamic wires which power on and off according to source, ability to cross wires, place components, and such - most of what will be needed in the early access release) but the graphics are holding me back more than I thought it would. I'm looking for a serious graphics artist who can partner up with me to see this project to completion and get it onto Steam.

FUNDING

Unfortunately I'm completely self funded and have no outside revenue streams with which to utilize for paying an hourly employee. Thus, I'm seeking someone interested in doing a fair profit share. Depending on their commitment and the timeframe in which they can provide the assets, I'm willing to do a 50/50 split after costs of all revenue earned through Steam. I plan on selling the game for $9.99 though I may go for $14.99 if the game is polished enough, and of that steam does take 30%. The remaining will be split according to the agreed split, paid monthly as each steam payment is received. If I can arrange it I will have steam split the funds, but if not I will keep all accounts transparent and available for review, and there will be a contract agreement stating such. The payments will survive the life of sales. If I'm making funds, so is my partner.

I intend to use the funds earned to help start up a game development studio for indie development, but what my partner does with their share is up to them. I'm very serious about this project and would like to have someone who shares that seriousness, can be candid and honest with their feedback, and whom fully backs this project and wants it to succeed as badly as I do. I much prefer this over a paid employee who's only interest is the money, with no actual care about it's success.

CONTACT

If interested, please reach out to me and we can discuss the details, and cover each of our skills and our roles within the game. I can be reached (preferably) by email - bulwullf@gmail.com but you can also message me here directly. Email I check throughout the day so that's the best way to get a response.

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I'm not a beginner per se, but I don't see an introduce yourself section, so I figured this was the best place for this.

I'm an Indie Game dev, I have had one finished game place well in a Jam and consider myself primarily a writer. I also have a YouTube channel where I review mostly game jam entries for the various game jams held throughout the year, but I enjoy playing all kinds of indie games regardless.

If you would like to see some of the games and jams I've covered, please feel free to check out my channel

So I've decided to make a multiplayer mod for dark souls, the idea was to cut a lot out of the game and make a multiplayer 5v5 or 3v3 with Stat and Item presets so the player could just go in with out the steep learning curve.
I have no experience what so ever. But a lot of time and patience.

Hi.
I'm kind of late to this party but I thought I would ask anyway as I haven't found a concrete answer.

When creating a game engine, when should you choose one methodology over another (more specifically OOP and DOD)?
Which areas benefit from DOD?
Which areas benefit from OOP?
Do people typically mix multiple methodologies throughout a project?
I.e. certain sub-systems created in one, and others in the another?
DOD - Data Oriented Design
OOP - Object Oriented Design

Hi fellow game devs,
First, I would like to apologize for the wall of text.
As you may notice I have been digging in vehicle simulation for some times now through my clutch question posts. And thanks to the generous help of you guys, especially @CombatWombat I have finished my clutch model (Really CombatWombat you deserve much more than a post upvote, I would buy you a drink if I could ha ha).
Now the final piece in my vehicle physic model is the differential. For now I have an open-differential model working quite well by just outputting torque 50-50 to left and right wheel. Now I would like to implement a Limited Slip Differential. I have very limited knowledge about LSD, and what I know about LSD is through readings on racer.nl documentation, watching Youtube videos, and playing around with games like Assetto Corsa and Project Cars. So this is what I understand so far:
- The LSD acts like an open-diff when there is no torque from engine applied to the input shaft of the diff. However, in clutch-type LSD there is still an amount of binding between the left and right wheel due to preload spring.
- When there is torque to the input shaft (on power and off power in 2 ways LSD), in ramp LSD, the ramp will push the clutch patch together, creating binding force. The amount of binding force depends on the amount of clutch patch and ramp angle, so the diff will not completely locked up and there is still difference in wheel speed between left and right wheel, but when the locking force is enough the diff will lock.
- There also something I'm not sure is the amount of torque ratio based on road resistance torque (rolling resistance I guess)., but since I cannot extract rolling resistance from the tire model I'm using (Unity wheelCollider), I think I would not use this approach. Instead I'm going to use the speed difference in left and right wheel, similar to torsen diff. Below is my rough model with the clutch type LSD:
speedDiff = leftWheelSpeed - rightWheelSpeed;
//torque to differential input shaft.
//first treat the diff as an open diff with equal torque to both wheels
inputTorque = gearBoxTorque * 0.5f;
//then modify torque to each wheel based on wheel speed difference
//the difference in torque depends on speed difference, throttleInput (on/off power)
//amount of locking force wanted at different amount of speed difference,
//and preload force
//torque to left wheel
leftWheelTorque = inputTorque - (speedDiff * preLoadForce + lockingForce * throttleInput);
//torque to right wheel
rightWheelTorque = inputTorque + (speedDiff * preLoadForce + lockingForce * throttleInput);
I'm putting throttle input in because from what I've read the amount of locking also depends on the amount of throttle input (harder throttle -> higher torque input -> stronger locking). The model is nowhere near good, so please jump in and correct me.
Also I have a few questions:
- In torsen/geared LSD, is it correct that the diff actually never lock but only split torque based on bias ratio, which also based on speed difference between wheels? And does the bias only happen when the speed difference reaches the ratio (say 2:1 or 3:1) and below that it will act like an open diff, which basically like an open diff with an if statement to switch state?
- Is it correct that the amount of locking force in clutch LSD depends on amount of input torque? If so, what is the threshold of the input torque to "activate" the diff (start splitting torque)? How can I get the amount of torque bias ratio (in wheelTorque = inputTorque * biasRatio) based on the speed difference or rolling resistance at wheel?
- Is the speed at the input shaft of the diff always equals to the average speed of 2 wheels ie (left + right) / 2?
Please help me out with this. I haven't found any topic about this yet on gamedev, and this is my final piece of the puzzle. Thank you guys very very much.